# Make It Flow: Animating Water in 3D Gaussian Splatting Scenes

arXiv: https://arxiv.org/abs/2610.13860 · HTML: https://mlsanity.com/paper/2610.13860/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 30 of its 55 references that are in the map.
- First posted on arXiv 9 Oct 2026.

## Builds on (most cited first, 30 of 30)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [RAFT: Recurrent All-Pairs Field Transforms for Optical Flow](https://mlsanity.com/paper/2003.12039/) (2020)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [D-NeRF: Neural Radiance Fields for Dynamic Scenes](https://mlsanity.com/paper/2011.13961/) (2020)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [Nerfies: Deformable Neural Radiance Fields](https://mlsanity.com/paper/2011.12948/) (2020)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [SAM 3: Segment Anything with Concepts](https://mlsanity.com/paper/2511.16719/) (2025)
- [K-Planes: Explicit Radiance Fields in Space, Time, and Appearance](https://mlsanity.com/paper/2301.10241/) (2023)
- [Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis](https://mlsanity.com/paper/2308.09713/) (2023)
- [HexPlane: A Fast Representation for Dynamic Scenes](https://mlsanity.com/paper/2301.09632/) (2023)
- [PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics](https://mlsanity.com/paper/2311.12198/) (2023)
- [Fast Dynamic Radiance Fields with Time-Aware Neural Voxels](https://mlsanity.com/paper/2205.15285/) (2022)
- [Gaussian-Flow: 4D Reconstruction with Dynamic 3D Gaussian Particle](https://mlsanity.com/paper/2312.03431/) (2023)
- [Putting the Object Back into Video Object Segmentation](https://mlsanity.com/paper/2310.12982/) (2023)
- [Segment Any 3D Gaussians](https://mlsanity.com/paper/2312.00860/) (2023)
- [Animating Pictures with Eulerian Motion Fields](https://mlsanity.com/paper/2011.15128/) (2020)
- [Controllable Animation of Fluid Elements in Still Images](https://mlsanity.com/paper/2112.03051/) (2021)
- [Gaussian Splashing: Unified Particles for Versatile Motion Synthesis and Rendering](https://mlsanity.com/paper/2401.15318/) (2024)
- [Im2Flow: Motion Hallucination from Static Images for Action Recognition](https://mlsanity.com/paper/1712.04109/) (2017)
- [3D Cinemagraphy from a Single Image](https://mlsanity.com/paper/2303.05724/) (2023)
- [Faster-GS: Analyzing and Improving Gaussian Splatting Optimization](https://mlsanity.com/paper/2602.09999/) (2026)
- [Modeling Ambient Scene Dynamics for Free-view Synthesis](https://mlsanity.com/paper/2406.09395/) (2024)
- [LoopGaussian: Creating 3D Cinemagraph with Multi-view Images via Eulerian Motion Field](https://mlsanity.com/paper/2404.08966/) (2024)
- [Let it Snow! Animating 3D Gaussian Scenes with Dynamic Weather Effects via Physics-Guided Score Distillation](https://mlsanity.com/paper/2504.05296/) (2025)
- [3D Video Loops from Asynchronous Input](https://mlsanity.com/paper/2303.05312/) (2023)
- [Learning an Implicit Physics Model for Image-based Fluid Simulation](https://mlsanity.com/paper/2508.08254/) (2025)
- [Grow with the Flow: 4D Reconstruction of Growing Plants with Gaussian Flow Fields](https://mlsanity.com/paper/2602.08958/) (2026)

## Abstract (arXiv)

Explicit 3D scene representations such as 3D Gaussian Splatting (3DGS) have recently enabled high-quality, real-time novel view synthesis. However, these methods assume static scenes, limiting realism in the presence of dynamic phenomena ubiquitous in real-world environments. While coherent motion (e.g., humans or vehicles) can be captured and reconstructed, high-frequency effects such as flowing water remain intractable under casual capture conditions, where dense multi-view, high-speed acquisition is not feasible. We present a method to animate water in static 3DGS scenes, enabling visually plausible motion without requiring dynamic capture or physical simulation. Our approach estimates 2D optical flow from reference images or model renderings and lifts it into a consistent 3D Eulerian motion field. We propose a cinemagraph-inspired algorithm that applies this motion field to deform Gaussian primitives, producing temporally seamless looping animations. The resulting representation retains real-time rendering performance, significantly enhances perceptual realism, and preserves free-viewpoint navigation within the scene. We evaluate our method on a newly captured dataset of in-the-wild waterfall scenes and demonstrate clear improvements over prior work in dynamic Gaussian splatting and 3D cinemagraph generation in visual quality and computational efficiency.
